#if VERTEX
    uniform mat4x4 worldViewProj;
    in layout(location = POSITION) vec3 in_position;
    in layout(location = COLOUR0) vec3 in_colour;
    out vec3 colour;

    void main()
    {
        gl_Position = worldViewProj * vec4(in_position, 1);
        colour = in_colour;
    }
#endif


#if FRAGMENT
    in vec3 colour;
    out vec4 out_colour;
    
    void main()
    {
        out_colour = vec4(pow(colour, vec3(1/2.2, 1/2.2, 1/2.2)), 1);
    }
#endif
